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shamanforest

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A member registered Jun 02, 2018 · View creator page →

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Hi Foxy, thanks for your answer! Can I use depth of field in a 2D game? 

Hello Foxy!
Is there a way to create variable blur intensity with a mask?

Like, having parts where blur isn't strong or even is disabled, and seamless transition to other parts of the screen where blur is strong.
To reproduce this visual from Octopath Traveler battles : >> Here <<
Center of the screen has no blur and then it's progressive depending on distance like a depth of field blur.

Hey man! This looks awesome! How does it interact with zoomed-in graphics? For example the hatching on shadows. Is it going to zoom hatches with sprite size or keep small hatches on zoomed-in sprite? Maybe it can do both? This shader is extremely interesting and I'd love to use it when I zoom during cutscenes (so keep small hatches on big zoomed sprite)

Thank you so much!! You're a hero!
Demo coming later today! I hope you'll like it.

Thank you for your answer, I'm still on old GMS1.4 but migration is plan of my roadmap. I'll come back to GMLive after migration then.

Hello ! My game is using a lot of timelines and is taking ages to compile. Is it possible to use GMLive on timelines so that I can change one, have it reloaded ingame live, and keep changing it or another timeline ?

:D

Hello !

I won't lie to you, Windows is currently the only platform I can build for alone, because the game is using an external image loading and render system which works with DirectX 9. So I could compile the game for Linux, but I would still miss the whole graphic loading engine so that would be a lot of work. 

When the project will be more advanced, I'll try to find someone to work on this.

It was very hard !